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Lv1.梦旅人
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本帖最后由 naibo456 于 2011-8-4 19:46 编辑
我想在66RPG的对话框加强脚本里加一个修改字体的脚本,比如f[1]就是楷体什么的,两个脚本我弄到了,可惜不能同时使用,望各位大侠给看看,把修改字体的脚本加到对话框脚本里,万分感谢~~~~~
附:66RPG的对话框加强脚本- #——说明
- #默认为一个字一个字的方式,如果需要一次全部显示,
- #请在游戏中使用脚本:$game_system.typing = true
-
- #默认对话字没有声音,如果需要声音,
- #请在游戏中使用脚本:$game_system.soundname_on_speak = "这里输入文件名"
- #我唯一一个见过“胡乱配音”的游戏是天使帝国2代,该游戏说话的时候每个字符随机发一个外星语音
- # 其他在对话中可以使用的功能:
-
- #
- [1]:显示1号角色的姓名
- #
- ame[李逍遥]:显示一个“李逍遥”方框,表示说话人姓名
- # p[1]:对话框出现在1号事件的上方
- # p[0]:主人公上方出现对话框
- #——————————————————使用p功能后可以自动调整对话框大小
- # \:显示""这个符号
- # c[1-8]:更改颜色
- # g:显示金钱窗口
- # a[SE文件名]:对话的时候播放SE
- # s[1-19]:更改弹字的速度
- # . :停顿一刹那(1、2帧)
- # | :停顿片刻(20帧)
- # > :文字不用打字方式
- # < :文字使用打字方式
- # ! :等待玩家按回车再继续
- # ~ :文字直接消失
- # I :下一行从这个位置开始
- # o[123]:文字透明度改为123,模拟将死之人(汗)
- # h[12]:改用12号字
- # [50]:空50象素
- # K[今天天气不错]:在出现“今天天气不错”这几个字的时候播放$game_system.soundname_on_speak设置的音效
- # L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
- # R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
- # Lk:清除左边的图像
- # Rk:清除右边的图像
- #==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化状态
- #--------------------------------------------------------------------------
- def initialize
- super(80, 304, 480, 160)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.visible = false
- self.z = 9998
- @fade_in = false
- @fade_out = false
- @contents_showing = false
- @cursor_width = 0
- self.active = false
- self.index = -1
- if $game_system.soundname_on_speak == nil then
- $game_system.soundname_on_speak = ""
- end
- @opacity_text_buf = Bitmap.new(32, 32)
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- terminate_message
- $game_temp.message_window_showing = false
- if @input_number_window != nil
- @input_number_window.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 处理信息结束
- #--------------------------------------------------------------------------
- def terminate_message
- self.active = false
- self.pause = false
- self.index = -1
- self.contents.clear
- # 清除显示中标志
- @contents_showing = false
- # 呼叫信息调用
- if $game_temp.message_proc != nil
- $game_temp.message_proc.call
- end
- # 清除文章、选择项、输入数值的相关变量
- $game_temp.message_text = nil
- $game_temp.message_proc = nil
- $game_temp.choice_start = 99
- $game_temp.choice_max = 0
- $game_temp.choice_cancel_type = 0
- $game_temp.choice_proc = nil
- $game_temp.num_input_start = 99
- $game_temp.num_input_variable_id = 0
- $game_temp.num_input_digits_max = 0
- # 开放金钱窗口
- if @gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- if @name_window_frame != nil
- @name_window_frame.dispose
- @name_window_frame = nil
- end
- if @name_window_text != nil
- @name_window_text.dispose
- @name_window_text = nil
- end
- if @right_picture != nil and @right_keep == true
- @right_picture.dispose
- end
- if @left_picture != nil and @left_keep == true
- @left_picture.dispose
- end
- end
- def refresh
- # 初期化
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = Font.default_size
- @x = @y = @max_x = @max_y = @indent = @lines = 0
- @left_keep = @right_keep = false
- @face_indent = 0
- @opacity = 255
- @cursor_width = 0
- @write_speed = 0
- @write_wait = 0
- @mid_stop = false
- @face_file = nil
- @popchar = -2
- if $game_temp.choice_start == 0
- @x = 8
- end
- if $game_temp.message_text != nil
- @now_text = $game_temp.message_text
- #——头像设置
- if (/\[Ff][(.+?)]/.match(@now_text))!=nil then
- @face_file = $1 + ".png"
- @x = @face_indent = 128
- if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- end
- @now_text.gsub!(/\[Ff][(.*?)]/) { "" }
- end
- #——左半身像设置
- if (/\[Ll][(.+?)]/.match(@now_text))!=nil then
- @face = "66rpg_" + $1 + "_h.png"
- if $加密 == true
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- @now_text.gsub!(/\[Ll][(.*?)]/) { "" }
- else
- if FileTest.exist?("Graphics/battlers/#{@face}")
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- @now_text.gsub!(/\[Ll][(.*?)]/) { "" }
- end
- end
- end
- #——右半身像设置
- if (/\[Rr][(.+?)]/.match(@now_text))!=nil then
- @face = "66rpg_" + $1 + "_h.png"
- if $加密 == true
- if @right_picture != nil
- @right_picture.dispose
- end
- @right_picture = Sprite.new
- @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
- @right_picture.y = 480-@right_picture.bitmap.height
- @right_picture.x = 640-@right_picture.bitmap.width
- @now_text.gsub!(/\[Rr][(.*?)]/) { "" }
- else
- if FileTest.exist?("Graphics/battlers/#{@face}")
- if @right_picture != nil
- @right_picture.dispose
- end
- @right_picture = Sprite.new
- @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
- @right_picture.y = 480-@right_picture.bitmap.height
- @right_picture.x = 640-@right_picture.bitmap.width
- @now_text.gsub!(/\[Rr][(.*?)]/) { "" }
- end
- end
- end
- if (/\[Rr]k/.match(@now_text)) != nil
- @right_keep = true
- @now_text.sub!(/\[Rr]k/) { "" }
- end
- if (/\[Ll]k/.match(@now_text)) != nil
- @left_keep = true
- @now_text.sub!(/\[Ll]k/) { "" }
- end
- # 显示人物姓名
- name_window_set = false
- if (/\[Nn]ame[(.+?)]/.match(@now_text)) != nil
- name_window_set = true
- name_text = $1
- @now_text.sub!(/\[Nn]ame[(.*?)]/) { "" }
- end
-
- # 文字位置的判定
- if (/\[Pp][([-1,0-9]+)]/.match(@now_text))!=nil then
- @popchar = $1.to_i
- if @popchar == -1
- @x = @indent = 48
- @y = 4
- end
- @now_text.gsub!(/\[Pp][([-1,0-9]+)]/) { "" }
- end
-
- # 开始
- begin
- last_text = @now_text.clone
- @now_text.gsub!(/\[Vv][([IiWwAaSs]?)([0-9]+)]/) { convart_value($1, $2.to_i) }
- end until @now_text == last_text
- @now_text.gsub!(/\[Nn][([0-9]+)]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- @now_text.gsub!(/\\/) { "\000" }
- @now_text.gsub!(/\[Cc][([0-9]+)]/) { "\001[#{$1}]" }
- @now_text.gsub!(/\[Gg]/) { "\002" }
- @now_text.gsub!(/\[Ss][([0-9]+)]/) { "\003[#{$1}]" }
- @now_text.gsub!(/\[Aa][(.*?)]/) { "\004[#{$1}]" }
- @now_text.gsub!(/\[.]/) { "\005" }
- @now_text.gsub!(/\[|]/) { "\006" }
- @now_text.gsub!(/\[>]/) { "\016" }
- @now_text.gsub!(/\[<]/) { "\017" }
- @now_text.gsub!(/\[!]/) { "\020" }
- @now_text.gsub!(/\[~]/) { "\021" }
-
- @now_text.gsub!(/\[Ii]/) { "\023" }
- @now_text.gsub!(/\[Oo][([0-9]+)]/) { "\024[#{$1}]" }
- @now_text.gsub!(/\[Hh][([0-9]+)]/) { "\025[#{$1}]" }
- @now_text.gsub!(/\[Bb][([0-9]+)]/) { "\026[#{$1}]" }
- @now_text.gsub!(/\[Kk][(.*?)]/) { "\027[#{$1}]" }
- if @popchar >= 0
- @text_save = @now_text.clone
- @max_x = 0
- @max_y = 4
- for i in 0..3
- line = @now_text.split(/
- /)[3-i]
- @max_y -= 1 if line == nil and @max_y <= 4-i
- next if line == nil
- cx = contents.text_size(line).width
- @max_x = cx if cx > @max_x
- end
- self.width = @max_x + 48 + @face_indent
- self.height = (@max_y - 1) * 32 + 64
- else
- @max_x = self.width - 32 - @face_indent
- end
- reset_window
- if name_window_set
- off_x = 0
- off_y = -40
- space = 2
- x = self.x + off_x - space / 2
- y = self.y + off_y - space / 2
- w = self.contents.text_size(name_text).width + 26 + space
- h = 40 + space
- @name_window_frame = Window_Frame.new(x, y, w, h)
- @name_window_frame.z = self.z + 1
- x = self.x + off_x + 4
- y = self.y + off_y
- @name_window_text = Air_Text.new(x+4, y+6, name_text)
- @name_window_text.z = self.z + 2
- end
- end
- reset_window
- if $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- if $game_temp.num_input_variable_id > 0
- digits_max = $game_temp.num_input_digits_max
- number = $game_variables[$game_temp.num_input_variable_id]
- @input_number_window = Window_InputNumber.new(digits_max)
- @input_number_window.number = number
- @input_number_window.x = self.x + 8
- @input_number_window.y = self.y + $game_temp.num_input_start * 32
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- super
- if @fade_in
- self.contents_opacity += 24
- if @input_number_window != nil
- @input_number_window.contents_opacity += 24
- end
- if self.contents_opacity == 255
- @fade_in = false
- end
- return
- end
- @now_text = nil if @now_text == ""
-
- if @now_text != nil and @mid_stop == false
- if @write_wait > 0
- @write_wait -= 1
- return
- end
- text_not_skip = $game_system.typing
- while true
- @max_x = @x if @max_x < @x
- @max_y = @y if @max_y < @y
- if (c = @now_text.slice!(/./m)) != nil
- if c == "\000"
- c = "\"
- end
- if c == "\001"
- @now_text.sub!(/[([0-9]+)]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- c = ""
- end
- if c == "\002"
- if @gold_window == nil and @popchar <= 0
- @gold_window = Window_Gold.new
- @gold_window.x = 560 - @gold_window.width
- if $game_temp.in_battle
- @gold_window.y = 192
- else
- @gold_window.y = self.y >= 128 ? 32 : 384
- end
- @gold_window.opacity = self.opacity
- @gold_window.back_opacity = self.back_opacity
- end
- c = ""
- end
- if c == "\003"
- @now_text.sub!(/[([0-9]+)]/, "")
- speed = $1.to_i
- if speed >= 0 and speed <= 19
- @write_speed = speed
- end
- c = ""
- end
- if c == "\004"
- @now_text.sub!(/[(.*?)]/, "")
- buftxt = $1.dup.to_s
- if buftxt.match(///) == nil and buftxt != "" then
- $game_system.soundname_on_speak = "Audio/SE/" + buftxt
- else
- $game_system.soundname_on_speak = buftxt.dup
- end
- c = ""
- elsif c == "\004"
- c = ""
- end
- if c == "\005"
- @write_wait += 5
- c = ""
- end
- if c == "\006"
- @write_wait += 20
- c = ""
- end
- if c == "\016"
- text_not_skip = false
- c = ""
- end
- if c == "\017"
- text_not_skip = true
- c = ""
- end
- if c == "\020"
- @mid_stop = true
- c = ""
- end
- if c == "\021"
- terminate_message
- return
- end
- if c == "\023"
- @indent = @x
- c = ""
- end
- if c == "\024"
- @now_text.sub!(/[([0-9]+)]/, "")
- @opacity = $1.to_i
- c = ""
- end
- if c == "\025"
- @now_text.sub!(/[([0-9]+)]/, "")
- self.contents.font.size = [[$1.to_i, 6].max, 32].min
- c = ""
- end
- if c == "\026"
- @now_text.sub!(/[([0-9]+)]/, "")
- @x += $1.to_i
- c = ""
- end
- if c == "\027"
- @now_text.sub!(/[(.*?)]/, "")
- @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
- if $game_system.soundname_on_speak != ""
- Audio.se_play($game_system.soundname_on_speak)
- end
- c = ""
- end
- if c == "\030"
- @now_text.sub!(/[(.*?)]/, "")
- self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
- if $game_system.soundname_on_speak != ""
- Audio.se_play($game_system.soundname_on_speak)
- end
- @x += 24
- c = ""
- end
- if c == "
- "
- if @lines >= $game_temp.choice_start
- @cursor_width = [@cursor_width, @max_x - @face_indent].max
- end
- @lines += 1
- @y += 1
- @x = 0 + @indent + @face_indent
- if @lines >= $game_temp.choice_start
- @x = 8 + @indent + @face_indent
- end
- c = ""
- end
- if c != ""
- # 文字描画
- @x += opacity_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), c, @opacity)
- if $game_system.soundname_on_speak != "" then
- Audio.se_play($game_system.soundname_on_speak)
- end
- end
- if Input.press?(Input::B)
- text_not_skip = false
- end
- else
- text_not_skip = true
- break
- end
- # 終了判定
- if text_not_skip
- break
- end
- end
- @write_wait += @write_speed
- return
- end
- if @input_number_window != nil
- @input_number_window.update
- # 決定
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_variables[$game_temp.num_input_variable_id] =
- @input_number_window.number
- $game_map.need_refresh = true
- @input_number_window.dispose
- @input_number_window = nil
- terminate_message
- end
- return
- end
- if @contents_showing
- if $game_temp.choice_max == 0
- self.pause = true
- end
- # 取消
- if Input.trigger?(Input::B)
- if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
- $game_system.se_play($data_system.cancel_se)
- $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
- terminate_message
- end
- end
- # 決定
- if Input.trigger?(Input::C)
- if $game_temp.choice_max > 0
- $game_system.se_play($data_system.decision_se)
- $game_temp.choice_proc.call(self.index)
- end
- if @mid_stop
- @mid_stop = false
- return
- else
- terminate_message
- end
- end
- return
- end
- if @fade_out == false and $game_temp.message_text != nil
- @contents_showing = true
- $game_temp.message_window_showing = true
- refresh
- Graphics.frame_reset
- self.visible = true
- self.contents_opacity = 0
- if @input_number_window != nil
- @input_number_window.contents_opacity = 0
- end
- @fade_in = true
- return
- end
- if self.visible
- @fade_out = true
- self.opacity -= 48
- if self.opacity == 0
- self.visible = false
- @fade_out = false
- $game_temp.message_window_showing = false
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 获得字符
- #--------------------------------------------------------------------------
- def get_character(parameter)
- case parameter
- when 0
- return $game_player
- else
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- end
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウの位置と不透明度の設定
- #--------------------------------------------------------------------------
- def reset_window
- # 判定
- if @popchar >= 0
- events = $game_map.events
- if events != nil
- character = get_character(@popchar)
- x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
- y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
- self.x = x
- self.y = y
- end
- elsif @popchar == -1
- self.x = -4
- self.y = -4
- self.width = 648
- self.height = 488
- else
- if $game_temp.in_battle
- self.y = 16
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 160
- when 2 # 下
- self.y = 304
- end
- self.x = 80
- if @face_file == nil
- self.width = 480
- else
- self.width = 600
- self.x -= 60
- end
- self.height = 160
- end
- end
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- if @face_file != nil
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- end
- if @popchar == -1
- self.opacity = 255
- self.back_opacity = 0
- elsif $game_system.message_frame == 0
- self.opacity = 255
- self.back_opacity = 200
- else
- self.opacity = 0
- self.back_opacity = 200
- end
- end
- #--------------------------------------------------------------------------
- # ● line_height
- #--------------------------------------------------------------------------
- # 返回値:行高
- #--------------------------------------------------------------------------
- def line_height
- return 32
- if self.contents.font.size >= 20 and self.contents.font.size <= 24
- return 32
- else
- return self.contents.font.size * 15 / 10
- end
- end
- #--------------------------------------------------------------------------
- # ● 透過文字描画
- #--------------------------------------------------------------------------
- # target :描画対象。Bitmapクラスを指定。
- # x :x座標
- # y :y座標
- # str :描画文字列
- # opacity:透過率(0~255)
- # 返回値 :文字幅(@x増加値)。
- #--------------------------------------------------------------------------
- def opacity_draw_text(target, x, y, str,opacity)
- height = target.font.size
- width = target.text_size(str).width
- opacity = [[opacity, 0].max, 255].min
- if opacity == 255
- target.draw_text(x, y, width, height, str)
- return width
- else
- if @opacity_text_buf.width < width or @opacity_text_buf.height < height
- @opacity_text_buf.dispose
- @opacity_text_buf = Bitmap.new(width, height)
- else
- @opacity_text_buf.clear
- end
- @opacity_text_buf.font.size = target.font.size
- @opacity_text_buf.draw_text(0, 0, width, height, str)
- target.blt(x, y, @opacity_text_buf, Rect.new(0, 0, width, height), opacity)
- return width
- end
- end
- def ruby_draw_text(target, x, y, str,opacity)
- sizeback = target.font.size
- target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
- rubysize = [rubysize, 6].max
-
- opacity = [[opacity, 0].max, 255].min
- split_s = str.split(/,/)
-
- split_s[0] == nil ? split_s[0] = "" : nil
- split_s[1] == nil ? split_s[1] = "" : nil
-
- height = sizeback + rubysize
- width = target.text_size(split_s[0]).width
-
- target.font.size = rubysize
- ruby_width = target.text_size(split_s[1]).width
- target.font.size = sizeback
-
- buf_width = [target.text_size(split_s[0]).width, ruby_width].max
-
- width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
-
- if opacity == 255
- target.font.size = rubysize
- target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
- target.font.size = sizeback
- target.draw_text(x, y, width, target.font.size, split_s[0])
- return width
- else
- if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
- @opacity_text_buf.dispose
- @opacity_text_buf = Bitmap.new(buf_width, height)
- else
- @opacity_text_buf.clear
- end
- @opacity_text_buf.font.size = rubysize
- @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
- @opacity_text_buf.font.size = sizeback
- @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
- if sub_x >= 0
- target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
- else
- target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
- end
- return width
- end
- end
- #--------------------------------------------------------------------------
- # ● V 变换
- #--------------------------------------------------------------------------
- def convart_value(option, index)
- option == nil ? option = "" : nil
- option.downcase!
- case option
- when "i"
- unless $data_items[index].name == nil
- r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
- end
- when "w"
- unless $data_weapons[index].name == nil
- r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
- end
- when "a"
- unless $data_armors[index].name == nil
- r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
- end
- when "s"
- unless $data_skills[index].name == nil
- r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
- end
- else
- r = $game_variables[index]
- end
- r == nil ? r = "" : nil
- return r
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- terminate_message
- if @gaiji_cache != nil
- unless @gaiji_cache.disposed?
- @gaiji_cache.dispose
- end
- end
- unless @opacity_text_buf.disposed?
- @opacity_text_buf.dispose
- end
- $game_temp.message_window_showing = false
- if @input_number_window != nil
- @input_number_window.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 矩形更新
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(4 + @indent + @face_indent, n * 32 + 4, @cursor_width, 32)
- else
- self.cursor_rect.empty
- end
- end
- end
- #==============================================================================
- # ■ Window_Frame (枠だけで中身の無いウィンドウ)
- #==============================================================================
- class Window_Frame < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- self.contents = nil
- self.back_opacity = 200
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- super
- end
- end
- #==============================================================================
- # ■ Air_Text (何も無いところに文字描写 = 枠の無い瞬間表示メッセージウィンドウ)
- #==============================================================================
- class Air_Text < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, designate_text)
- super(x-16, y-16, 32 + designate_text.size * 12, 56)
- self.opacity = 0
- self.back_opacity = 0
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- w = self.contents.width
- h = self.contents.height
- self.contents.draw_text(0, 0, w, h, designate_text)
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- self.contents.clear
- super
- end
- end
复制代码 和更改字体的脚本- #==================================================================
- # 66RPG 对话使用第二字体
- #==================================================================
- #------------------------------------------------------------
- #这个脚本的念头是在论坛上问类似问题时,受simounF的回答,而启发的
- #
- #由于目前我对脚本的了解也只是皮毛,有不正确的地方,请大家给我指点一下喔
- #对此脚本有疑问请在bbs.66RPG.com给我站内短信吧……>_< 猫哥哥
- #==============================================================
- #
- #★使用方法★:将本脚本插入到main脚本之前。
- # 先设置下面的预处理内容,然后用f[n]来在对话里切换字体(默认的n=0~4)
- # 和整合的对话脚本可能有冲突,懂脚本的自己修改一下吧
- #
- # f[1]回到默认
- # f[2]使用第二字体
- # f[3]使用第三字体
- # f[4]使用第四字体
- # ●注意,在未来对本脚本做修改的情况下,请不要使用n=1~4之外的数字
- # 比如f[0]或者f[9]等,否则必然出现脚本错误!!
- #
- #=================预先处理=======================
- #
- ###########①默认字体(如果修改了main或者Window_Base里的默认字体,把这里设置一下)-------
- #
- $cat_默认文字字体 ="黑体" #默认的黑体
- $cat_默认字体大小 =22 #默认的22号
- $cat_默认字体颜色 = Color.new(255,255,255,255) #默认用的白色
- #不懂怎么换颜色的菜鸟看这里: ↑上面这个括号里,四个数值分别是(红,绿,蓝,透明度),取值范围是(0~255),想要什么颜色自己更该数值试试看吧。
- #
- ###########②第二字体的设置#########################
- $cat_使用的第二字体 ="楷体_GB2312"
- $cat_使用的第二字体大小 =22
- $cat_使用的第二字体颜色 = Color.new(255,55,55,255) #红
- ##################################################
- #
- ###########③第三字体的设置#########################
- $cat_使用的第三字体 ="宋体"
- $cat_使用的第三字体大小 =22
- $cat_使用的第三字体颜色 = Color.new(225,225,80,255) #黄
- ##################################################
- #
- ###########④第四字体的设置#########################
- $cat_使用的第四字体 ="华文行楷"
- $cat_使用的第四字体大小 =42
- $cat_使用的第四字体颜色 = Color.new(0,0,123,255) #蓝
- ######################################################
- #
- #----------定义部分-------------
- #——字体---
- class Window_Base
- def font_style(n)
- case n
- when 1
- return $cat_默认文字字体
- when 2
- return $cat_使用的第二字体
- when 3
- return $cat_使用的第三字体
- when 4
- return $cat_使用的第四字体
- end
- end
- #---大小---
- def font_size(n)
- case n
- when 1
- return $cat_默认字体大小
- when 2
- return $cat_使用的第二字体大小
- when 3
- return $cat_使用的第三字体大小
- when 4
- return $cat_使用的第四字体大小
- end
- end
- #----颜色------
- def text_color2nd(n)
- case n
- when 1
- return $cat_默认字体颜色
- when 2
- return $cat_使用的第二字体颜色
- when 3
- return $cat_使用的第三字体颜色
- when 4
- return $cat_使用的第四字体颜色
- end
- end
- end
- #----------重新定义刷新--------------------
- class Window_Message
-
- def refresh
- self.contents.clear
- #======增添修改的部分=============================
- self.contents.font.color = $cat_默认字体颜色 #
- self.contents.font.name = $cat_默认文字字体 #
- self.contents.font.size = $cat_默认字体大小 #
- #=================================================
-
- x = y = 0
- @cursor_width = 0
- # 到选择项的下一行字
- if $game_temp.choice_start == 0
- x = 8
- end
- # 有等待显示的文字的情况下
- if $game_temp.message_text != nil
- text = $game_temp.message_text
- # 限制文字处理
- begin
- last_text = text.clone
- text.gsub!(/\[Vv][([0-9]+)]/) { $game_variables[$1.to_i] }
- end until text == last_text
- text.gsub!(/\[Nn][([0-9]+)]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- # 为了方便、将 "\\" 变换为 "\000"
- text.gsub!(/\\/) { "\000" }
- # "\C" 变为 "\001" に、"\G" 变为 "\002"
- text.gsub!(/\[Cc][([0-9]+)]/) { "\001[#{$1}]" }
- text.gsub!(/\[Gg]/) { "\002" }
-
- #=====增添修改修改的部分================================
- text.gsub!(/\[Ff][([0-9]+)]/) { "\003[#{$1}]" }#
- #=======================================================
-
- # c 获取 1 个字 (如果不能取得文字就循环)
- while ((c = text.slice!(/./m)) != nil)
- # \ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\"
- end
- # C[n] 的情况下
- if c == "\001"
- # 更改文字色
- text.sub!(/[([0-9]+)]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- # 下面的文字
- next
- end
-
- #=========增添修改的部分============================================================
- # F[n] 的情况下
- if c == "\003"
- # 更改文字字体
- text.sub!(/[([0-9]+)]/, "")
- style = $1.to_i
- color2nd = $1.to_i
- size = $1.to_i
- if style >= 1 and style <= 4 # 4是字体最大的编号,增加字体要加大这个数字
- color2nd >= 1 and color2nd <= 4 # 如果修改了上面的最大值,这里也要改
- size >= 1 and size <= 4 # 如果修改了上面的最大值,这里也要改
- self.contents.font.name = font_style(style)
- self.contents.font.color = text_color2nd(color2nd)
- self.contents.font.size = font_size(size)
- end
- # 下面的文字
- next
- end
- #=====================================================================
-
- # G 的情况下
- if c == "\002"
- # 生成金钱窗口
- if @gold_window == nil
- @gold_window = Window_Gold.new
- @gold_window.x = 560 - @gold_window.width
- if $game_temp.in_battle
- @gold_window.y = 192
- else
- @gold_window.y = self.y >= 128 ? 32 : 384
- end
- @gold_window.opacity = self.opacity
- @gold_window.back_opacity = self.back_opacity
- end
- # 下面的文字
- next
- end
- # 另起一行文字的情况下
- if c == "
- "
- # 刷新选择项及光标的高
- if y >= $game_temp.choice_start
- @cursor_width = [@cursor_width, x].max
- end
- # y 加 1
- y += 1
- x = 0
- # 移动到选择项的下一行
- if y >= $game_temp.choice_start
- x = 8
- end
- # 下面的文字
- next
- end
- # 描绘文字
- self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
- # x 为要描绘文字的加法运算
- x += self.contents.text_size(c).width
- end
- end
- # 选择项的情况
- if $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- # 输入数值的情况
- if $game_temp.num_input_variable_id > 0
- digits_max = $game_temp.num_input_digits_max
- number = $game_variables[$game_temp.num_input_variable_id]
- @input_number_window = Window_InputNumber.new(digits_max)
- @input_number_window.number = number
- @input_number_window.x = self.x + 8
- @input_number_window.y = self.y + $game_temp.num_input_start * 32
- end
- end
- end
复制代码 望各位高手大侠将这两个脚本合并一下~万分感谢~
naibo456于2011-8-4 22:00补充以下内容:
求助啊! |
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